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SausageEntity.cpp
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SausageEntity.cpp
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#include
"SausageEntity.h"
#include
"ExplosionEntity.h"
#include
"sfml_game/SpriteEntity.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
SausageEntity
::
SausageEntity
(
float
x
,
float
y
,
bool
invocated
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_SAUSAGE
),
x
,
y
)
{
creatureSpeed
=
0.0f
;
hp
=
8
;
meleeDamages
=
5
;
this
->
invocated
=
invocated
;
if
(
invocated
)
type
=
ENTITY_ENEMY_INVOCATED
;
age
=
0.0f
;
enemyType
=
invocated
?
EnemyTypeSausage_invocated
:
EnemyTypeSausage
;
frame
=
1
;
shadowFrame
=
3
;
deathFrame
=
FRAME_CORPSE_SLIME_VIOLET
;
agonizingSound
=
SOUND_NONE
;
width
=
48
;
height
=
48
;
sprite
.
setOrigin
(
24
,
24
);
h
=
0
;
state
=
0
;
timer
=
0.5f
+
0.1f
*
(
rand
()
%
12
);
canExplode
=
false
;
isNew
=
true
;
}
void
SausageEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
if
(
!
isDying
&&
shadowFrame
>
-1
)
{
// shadow
sprite
.
setPosition
(
x
,
y
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
shadowFrame
*
width
,
0
,
width
,
height
));
app
->
draw
(
sprite
);
}
sprite
.
setPosition
(
x
,
y
-
h
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
frame
*
width
,
0
,
width
,
height
));
app
->
draw
(
sprite
);
if
(
game
().
getShowLogical
())
{
displayBoundingBox
(
app
);
displayCenterAndZ
(
app
);
}
}
void
SausageEntity
::
animate
(
float
delay
)
{
isNew
=
false
;
float
sausDelay
=
delay
;
if
(
specialState
[
SpecialStateIce
].
active
)
sausDelay
=
delay
*
specialState
[
SpecialStateIce
].
param1
;
timer
-=
sausDelay
;
if
(
timer
<=
0.0f
)
{
if
(
state
==
0
)
// waiting
{
state
++
;
hVelocity
=
450.0f
;
}
else
if
(
state
==
2
)
// waiting in air
{
state
++
;
}
}
if
(
state
==
1
||
state
==
3
)
// jumping / falling
{
hVelocity
-=
750.0f
*
sausDelay
;
if
(
state
==
1
&&
/*hVelocity <= 0.0f*/
h
>
35
)
{
state
=
2
;
timer
=
0.4f
;
hVelocity
=
-100.0f
;
}
else
h
+=
hVelocity
*
sausDelay
;
if
(
h
<=
0.0f
)
{
h
=
0.0f
;
state
=
0
;
timer
=
1.0f
;
}
}
if
(
h
>
1.0f
)
{
frame
=
((
int
)(
age
*
20
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
}
else
frame
=
1
;
EnemyEntity
::
animate
(
delay
);
// frame
z
=
y
+
14
;
}
bool
SausageEntity
::
canCollide
()
{
return
(
!
isNew
);
}
void
SausageEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
16
;
boundingBox
.
width
=
32
;
boundingBox
.
top
=
(
int
)
y
-
14
;
boundingBox
.
height
=
28
;
}
void
SausageEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
*
0.8f
;
}
void
SausageEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
*
0.8f
;
}
void
SausageEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
*
0.8f
;
}
void
SausageEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
*
0.8f
;
}
void
SausageEntity
::
readCollidingEntity
(
CollidingSpriteEntity
*
entity
)
{
if
(
!
isDying
&&
!
isAgonising
&&
collideWithEntity
(
entity
))
{
if
(
entity
->
getType
()
==
ENTITY_PLAYER
||
entity
->
getType
()
==
ENTITY_BOLT
)
{
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
entity
);
BoltEntity
*
boltEntity
=
dynamic_cast
<
BoltEntity
*>
(
entity
);
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
dying
();
else
if
(
boltEntity
!=
NULL
&&
!
boltEntity
->
getDying
()
&&
boltEntity
->
getAge
()
>
0.05f
)
collideWithBolt
(
boltEntity
);
}
else
// collision with other enemy ?
{
if
(
entity
->
getType
()
>=
ENTITY_ENEMY
&&
entity
->
getType
()
<=
ENTITY_ENEMY_MAX
)
{
if
(
this
!=
entity
)
{
EnemyEntity
*
enemyEntity
=
static_cast
<
EnemyEntity
*>
(
entity
);
if
(
enemyEntity
->
canCollide
())
collideWithEnemy
(
enemyEntity
);
}
}
}
}
}
void
SausageEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
recoil
.
active
&&
recoil
.
stun
)
return
;
Vector2D
vel
=
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
50.0f
);
giveRecoil
(
false
,
vel
,
0.3f
);
}
void
SausageEntity
::
dying
()
{
EnemyEntity
::
dying
();
new
ExplosionEntity
(
x
,
y
,
ExplosionTypeStandard
,
18
,
EnemyTypeNone
,
true
);
SoundManager
::
getInstance
().
playSound
(
SOUND_BOOM_00
);
}
void
SausageEntity
::
drop
()
{
if
(
!
invocated
)
EnemyEntity
::
drop
();
}
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Expires
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SausageEntity.cpp (4 KB)
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